Tome of the Damned: Ghostfire and the drowned
Ghostfire burns as both Frost and Fire and counts as Burning. The Damned status spawns an Accursed Wisp on death: 25% base, up to 100% at five Ghostfire stacks.

The Tome of the Damned is the Silver Seas' ghost story, and mechanically it is the most elegant of the four. It is built on one damage-over-time effect and one conversion rule: Ghostfire burns a target as both Frost and Fire and counts as Burning, and enemies that die with the Damned status get up again as Accursed Wisps on your side.
That combination makes it a tome about attrition with a snowball attached. You are not trying to burst anything down; you are trying to make sure that every kill you get produces another unit.
Ghostfire solves the water problem
The reason this tome exists in a water expansion is a rules interaction that is easy to miss. Burning is normally removed by Wet, and Frozen units cannot burn either, which makes fire builds bad at sea. Ghostfire counts as Burning for all synergies but is not extinguished by Wet or Frozen, so a fire-flavoured army can finally fight on the ocean without its damage type being washed away.
The developers say this explicitly in the tome's design notes: the tome is "a great choice to bring to the water while still utilizing fiery chaos tomes". If you have ever wanted to play a burning build on a naval map, this is the piece that enables it.
The Damned status, in numbers
When a unit with the Damned status dies, it summons an Accursed Wisp. The base chance is 25%, and it increases with each stack of Ghostfire the unit had when it died, up to 100% at five stacks. Five stacks is therefore the breakpoint: any Damned unit that dies at five Ghostfire stacks is guaranteed to produce a Wisp.
| Piece | Type | Number that matters |
|---|---|---|
| Damned status | Debuff | 25% Wisp chance at 0 stacks, 100% at 5 Ghostfire stacks |
| Accursed Wisp | Summoned battle mage | Damned Body: 60% chance to apply Ghostfire to attackers (base version is 30%) |
| Accursed Lamenter | Tier III support | Dirge of the Damned: Ghostfire and Damned in a 2-hex radius, once per combat, cooldown refreshes when a Ghostfire unit dies |
| Mark of the Damned | Enchantment | Guarantees a Ghostfire stack and applies Damned |
| Accursed Blades | Melee enchantment | Ghostfire plus bonus Fire and Frost damage |
| Curse of the Damned | Strategic spell | Province-wide, 3 turns: units start combat Damned and spread Ghostfire on death |
The Wisp is deliberately weak, a simple battle mage with a Ghostfire attack — but it is free, it arrives where the enemy died, and it has Melee Mage, so it can keep casting even when something is standing next to it. Its Damned Body passive doubles the base application chance, which means attacking a Wisp is a good way to catch Ghostfire yourself.
The Lamenter is the engine
The Accursed Lamenter is the tome's main unit and the reason the whole thing functions. It is a tier III support whose Dirge of the Damned applies Ghostfire and Damned to everything in a 2-hex radius, once per combat — but the cooldown refreshes every time an enemy affected by Ghostfire dies, thanks to its Damned Conduit passive. In a long fight, that is not once per combat at all; it is once per kill.
Damned Conduit also heals friendly units within 2 hexes for a small amount of temporary hit points whenever it triggers, so the Lamenter is simultaneously spreading the debuff and topping up your front line. Dirge of Sorrows covers single-target healing, dispels negative effects, and applies Ghostfire to all adjacent enemies, which makes it a cleanse that punishes the enemy for standing close.

How to play it
The tome rewards a grind. Open with Mark of the Damned or Curse of the Damned to get stacks moving, use the Lamenter's dirge on the densest enemy cluster, and then let your damage units kill the weakest thing in range. Every death at five stacks is a Wisp, and every Ghostfire death refreshes the dirge.
Two cautions. First, Fiend units — both Accursed and Infernal — are immune to Curse of the Damned, so a fiend-heavy enemy army ignores your opener. Second, the tome has almost no burst; if the enemy can kill your Lamenter before the stacks build, the engine never starts, which is why Melee Mage on the Wisp and the Lamenter's own support role matter.
Verdict
Take the Damned if you like attrition, if you want a fire build that works at sea, or if you are playing a long game where free units compound. Skip it if you need damage now, or if your opponent fields fiends.
The Eternal Ice tome is the other half of the frost story and stacks Chilled on the same targets; the Mercantile culture is a good shell for either, because a long trade war is exactly the kind of fight this tome wins.
How to counter it
Fiends are the hard counter. Curse of the Damned does not affect Accursed or Infernal units, and a fiend-heavy army can walk through the opener without picking up stacks. Cleanse effects also matter more than usual here, because removing Ghostfire before a unit dies removes the Wisp chance entirely.
The other counter is focus. The Lamenter is a support unit with support health; if it dies before the dirge goes off, the engine never starts. A Damned army that loses its Lamenter early is a collection of mediocre units with a debuff they cannot refresh.